Hello again.
I am encountering a problem with the editor crashing when launching an old project created from 5.0.0 editor(also runs fine in 5.0.1)
The editor just crashes with access violation blahblah and it pops out a dialog asking for sending the problem and restart the engine, but after restarting automatically or manually whenver I click the ‘run’ arrow button, it crashes again.
I also tried regenerating the msvc project and rebuild the project, but it still crashes into Unreal Editor.dll when launched from msvc debugger, which I don’t have symbols to debug with.
Initially I thought it was the changes I made to the old project’s GUI blueprints that broke the project, soI reverted to an old version of the project, but it still crashed when I launch the project from the editor.
Update:I reinstalled 5.0.2 with epic launcher and it gives the following callstack:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000320
UnrealEditor_Engine!AActor::ForEachComponent_Internal<UChildActorComponent,0,1,<lambda_5c7ffc028a53894b67d1948de9cbc371> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:3321]
UnrealEditor_Engine!UWorldPartitionRuntimeSpatialHash::CreateStreamingGrid() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionRuntimeSpatialHash.cpp:913]
UnrealEditor_Engine!UWorldPartitionRuntimeSpatialHash::GenerateStreaming() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionRuntimeSpatialHash.cpp:822]
UnrealEditor_Engine!UWorldPartition::GenerateStreaming() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionStreamingGeneration.cpp:570]
UnrealEditor_Engine!UWorldPartition::OnBeginPlay() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartition.cpp:332]
UnrealEditor_Engine!TBaseUObjectMethodDelegateInstance<0,UWorldPartition,void __cdecl(bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:611]
UnrealEditor_UnrealEd!TMulticastDelegate<void __cdecl(bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
UnrealEditor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2516]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1148]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1051]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1665]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Thanks.